Search found 23 matches

by hurricup
Thu Dec 19, 2024 12:28 am
Forum: Duplicates
Topic: Modules on the space platform removed before we have a replacement
Replies: 2
Views: 160

Modules on the space platform removed before we have a replacement

I have a space platform in white quality and using an upgrade planner to upgrade it to the blue one. After applying an upgrade planner, white modules immediately removed and just waiting for the blue modules, despite that there is none on the way or in stock. This is really annoying. On the planet, ...
by hurricup
Thu Dec 05, 2024 2:20 pm
Forum: Not a bug
Topic: You can use pipette on a signal in logic elements if item is in your inventory
Replies: 2
Views: 196

Re: You can use pipette on a signal in logic elements if item is in your inventory

Nope, I did not, thank you. Probably should be enabled by default.
by hurricup
Tue Dec 03, 2024 6:55 pm
Forum: Not a bug
Topic: You can use pipette on a signal in logic elements if item is in your inventory
Replies: 2
Views: 196

You can use pipette on a signal in logic elements if item is in your inventory

If you stay near a combinator (not in the map mode), oepn it and try to pick a signal with item you don't have (e.g. the ice block), you can't do it. But if you put it in your bag - it works. Seems pipette picks a real item in such case.
by hurricup
Mon Dec 02, 2024 4:47 pm
Forum: Not a bug
Topic: UX issue when building unique signals set
Replies: 3
Views: 183

Re: UX issue when building unique signals set

Can't you just move a topic there?
by hurricup
Sun Dec 01, 2024 11:51 pm
Forum: Not a bug
Topic: UX issue when building unique signals set
Replies: 3
Views: 183

UX issue when building unique signals set

You can't have multiple similar signals in some sets, like requests. Currently if I have inserter with normal quality inserter requested, I can't select inserter until I select other quality. Would be better if I could select any item or quality, but 'ok' button would be disabled if there is a confl...
by hurricup
Sun Dec 01, 2024 11:48 pm
Forum: Bug Reports
Topic: Pipette/drag does not work in constant combinator properly
Replies: 1
Views: 130

Pipette/drag does not work in constant combinator properly

Sometimes I need to extract signals into separate group. And I need to choose signals manually again.
Instead, pipette should work like in other things.

Also it would be even better just to be able to drag between groups.
by hurricup
Sun Dec 01, 2024 2:16 pm
Forum: Not a bug
Topic: Construction bots bringing unwanted items when they can avoid that
Replies: 4
Views: 288

Re: Construction bots bringing unwanted items when they can avoid that

But in such case personal bots should not deconstruct the thing maybe? If other bots available in the stationary network?
Feels like this could be optimized.
by hurricup
Sun Dec 01, 2024 1:46 pm
Forum: Not a bug
Topic: Construction bots bringing unwanted items when they can avoid that
Replies: 4
Views: 288

Construction bots bringing unwanted items when they can avoid that

To reproduce: - set request filters - set the checkbox to dump non-requested - stay in the aoe of stationary network with ports and free logistics space - have some construction bots in inventory and enabled - deconstruct something nearby you don't request in logistic requests (e.g. box with unwante...
by hurricup
Sun Dec 01, 2024 1:27 pm
Forum: Bug Reports
Topic: Search filter resets occasionally
Replies: 0
Views: 86

Search filter resets occasionally

To reproduce:
- open UI
- search for something
- do other stuff
- list becomes unfiltered

Noticed cases:
- group removal in the groups combo-box
- pick and put a blueprint
by hurricup
Sun Dec 01, 2024 12:04 pm
Forum: Outdated/Not implemented
Topic: Add options to exclude logistic elements from the network
Replies: 4
Views: 270

Re: Add options to exclude logistic elements from the network

No luck, sorry for the noise. Not sure what was that. Maybe Fulgora playing with my mind :)
by hurricup
Sun Dec 01, 2024 11:35 am
Forum: Outdated/Not implemented
Topic: Add options to exclude logistic elements from the network
Replies: 4
Views: 270

Re: Add options to exclude logistic elements from the network

CheeseMcBurger wrote: ↑Sun Dec 01, 2024 11:05 am > And my personal belongings screw them up.

What do you mean by "your personal belongings"? Items in your inventory are not in the logistics network.
I'm confused. Just tried to reproduce it and failed. But i'm pretty sure I've seen this on the logistics map. Gonna try more.
by hurricup
Sun Dec 01, 2024 10:25 am
Forum: Outdated/Not implemented
Topic: Add options to exclude logistic elements from the network
Replies: 4
Views: 270

Add options to exclude logistic elements from the network

The problem: I have a recipe selector based on the amount of ingredients in the logistic network. And my personal belongings screw them up. Because assembler switches to the recipe and requests the ingredients via chest, but they can't be delivered, because they are in my bag. I still want bots to d...
by hurricup
Sun Dec 01, 2024 10:06 am
Forum: Pending
Topic: Logic elements frames issues
Replies: 0
Views: 88

Logic elements frames issues

There are few issues I feel now: - bottom signal frames reducing to the 1 row if condition is big. And this is pain (see attachment). - missing search (I have some huge conditions and browsing manually not good).Also could be useful to look through the large amount of signals (other screenshot) - be...
by hurricup
Sun Dec 01, 2024 3:38 am
Forum: Ideas and Suggestions
Topic: Allow connecting wires to funaces
Replies: 13
Views: 619

Re: Allow furnace to connect to the circuit network

The industrial furnace from AAI Industry can support circuit network if the mod itself adds supports. Internally it's a regular assembling machine, which you can see cause you can manually select recipes. Good to know, thank you. But question stays about informational signals from regular furnance ...
by hurricup
Sat Nov 30, 2024 8:52 pm
Forum: Ideas and Suggestions
Topic: Allow connecting wires to funaces
Replies: 13
Views: 619

Re: Allow furnace to connect to the circuit network

tbh I'm playing with aai and need to change reciepy for undustiral furnaces.
But, I also need to have a work complete signal and readings provided by the assembler, for example.
It would be consistent if all buildings could do that
by hurricup
Sat Nov 30, 2024 8:21 pm
Forum: Ideas and Suggestions
Topic: Allow connecting wires to funaces
Replies: 13
Views: 619

Allow furnace to connect to the circuit network

It is a bit controversial that you can connect circuit network and set recepy for some buildings, but not furnaces. Why are they so special?
I'm trying to set up circuit-based base on Fulgora and now i need to have furnaces to make bricks if I don't have enough from recycling.
by hurricup
Tue Nov 05, 2024 12:39 am
Forum: Ideas and Suggestions
Topic: Display the train stop priority in the stops list UI
Replies: 0
Views: 90

Display the train stop priority in the stops list UI

Currently you are unable to see the priority value for the train stops in the list.
Ideally would be nice to see and sort by it.
by hurricup
Tue Nov 05, 2024 12:28 am
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 66
Views: 17258

Snap to the existing ghost while building

For example: Make a ghost for loading/unloading station with steel boxes, inserters and stuff. Personally take a steel box from the inventory and start filling the ghost keeping mouse down. Move a mouse pointer to the nearby other item (inserter, for example) Expected: - steel box won't be placed in...
by hurricup
Fri Nov 01, 2024 2:49 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] Train map does not preserve options
Replies: 2
Views: 1347

[Klonan] Train map does not preserve options

To reproduce: - open a train UI (not the list of the trains, but when selecting particular train) - change the map options (what to show/not) - close a train UI - open a train UI Expected: - markers are the same as they were set in the previous step Actual: - markers are back to some default state T...

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